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New Class - Monks - Printable Version

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New Class - Monks - dtrungle - 2009-03-29

The Monks

These people dwell deep in the thick and dense forest between Sleepywood and Ellina. They are friendly to strangers but cautious at the same time. Monks are skilled in martial arts as well as magic. They follow the teachings of the Awakened One, however, there are some who follow a different, darker path.

Monks fight with their fist as well as adorn beads and cloth gloves. Their armor consist of a light material drape that covers their entire body and a pair of sandals. Monks do not wield shields nor wear headgear of any kind, doing so would impede their movement.

 Advancement
Monk Skills

 1st Job - Monk

 2nd Job - Guru (Branch One)
 3rd Job - Druid (Branch One)
 4th Job - Sage (Branch One)

 2nd Job - Tainted Monk (Branch Two)
 3rd Job - Fiend (Branch Two)
 4th Job - Warped Sage (Branch Two)

 Source



New Class - Monks - Melancholy - 2009-03-29

This is very well done. I especially like that you took the time to make your own skill icons.


New Class - Monks - z0mgc00k13 - 2009-03-29

oo i see nao this is like a job w/ combos :O


New Class - Monks - Melancholy - 2009-03-29

I think some of the magic rock uses are a little high for the time the skills last, but the skills are otherwise well done.


New Class - Monks - Rob - 2009-03-29

Infighter mixed with priest= monk.

Nice job. I really like the skill icons... Any ideas on weapons?


New Class - Monks - Kabanaw - 2009-03-29

Huh. I read all of it and have a few problems.

1) too much magic/summoning rock skills. It's annoying to have so many skills that require such things. And they aren't used in the second job either. The description says they're used for high level skills, namely third job skills. I can't think of any 2nd/4th job skills that currently use them. And Inner Demon is highly griefable. If a Warped Sage used it, all a bishop would have to do is heal and that's 6 summoning rocks wasted.

2)No mastery in the second job. In pretty much every skill build for every class, mastery is one of the first things to put points into because it increases the overall damage so much. I wouldn't want to play a class that can do 1000 damage one hit and 100 the next.

3) it's too different from other classes in many aspects. Mostly the advancements. There's two instructors, and instead of using skills gained to defeat monsters, a lot of these are jump quests. You never even have to go to El Nath or Leafre.

Besides that, good job. I liked the skill icons.


New Class - Monks - dtrungle - 2009-03-29

Quote:oo i see nao this is like a job w/ combos :O
Yesh.

Quote:I think some of the magic rock uses are a little high for the time the skills last, but the skills are otherwise well done.
Yeah, they probably are, but, I didn't like how some skills in MS require neither of these rocks that were put in the game for this purpose. =/
Also, some skills are "Party Supportive" while some are just "Supportive".

Quote:Infighter mixed with priest= monk.

Nice job. I really like the skill icons... Any ideas on weapons?
Tbh, I had already thought about this class before hearing about Pirates. It wasn't as thorough as it is now though.
Weapons? Hmm... Different coloured beads/cloth gloves? Similar to a sin's slain, without the "claw" part.

Quote:1) too much magic/summoning rock skills. It's annoying to have so many skills that require such things. And they aren't used in the second job either. The description says they're used for high level skills, namely third job skills. I can't think of any 2nd/4th job skills that currently use them. And Inner Demon is highly griefable. If a Warped Sage used it, all a bishop would have to do is heal and that's 6 summoning rocks wasted.

2)No mastery in the second job. In pretty much every skill build for every class, mastery is one of the first things to put points into because it increases the overall damage so much. I wouldn't want to play a class that can do 1000 damage one hit and 100 the next.

3) it's too different from other classes in many aspects. Mostly the advancements. There's two instructors, and instead of using skills gained to defeat monsters, a lot of these are jump quests. You never even have to go to El Nath or Leafre.
1) Ah, requireing rocks in the 2nd Job would be over doing it then. >_>
There ARE no 4th Job skills that requires any rocks that I'm aware of. I find this lacking on Wizet's/Nexon's part.
Jumble the party combination around and heal yourself. Smile Zombify state screws heal over too doesn't it?

2)I made the "mastry skill" for 3rd Job, not really sure why but yeah... Make players work harder to achieve the uber 4th skills? O_O

3)Difference is a good thing? I myself wouldn't want to do the original thing when I can do this. >_> Heading to the Nath/Leafre and getting the same item as every other class.
There's a Job Advancement quest where you must use your skills to accomplish it.


New Class - Monks - Rob - 2009-03-29

Also, just to add, w.def isn't a very popular stat in MS you know...


New Class - Monks - Kabanaw - 2009-03-29

dtrungle Wrote:Yesh.


Yeah, they probably are, but, I didn't like how some skills in MS require neither of these rocks that were put in the game for this purpose. =/
Also, some skills are "Party Supportive" while some are just "Supportive".


Tbh, I had already thought about this class before hearing about Pirates. It wasn't as thorough as it is now though.
Weapons? Hmm... Different coloured beads/cloth gloves? Similar to a sin's slain, without the "claw" part.


1) Ah, requireing rocks in the 2nd Job would be over doing it then. >_>
There ARE no 4th Job skills that requires any rocks that I'm aware of. I find this lacking on Wizet's/Nexon's part.
Jumble the party combination around and heal yourself. Smile Zombify state screws heal over too doesn't it?

2)I made the "mastry skill" for 3rd Job, not really sure why but yeah... Make players work harder to achieve the uber 4th skills? O_O

3)Difference is a good thing? I myself wouldn't want to do the original thing when I can do this. >_> Heading to the Nath/Leafre and getting the same item as every other class.
There's a Job Advancement quest where you must use your skills to accomplish it.

Well, I find that no magic/summoning rocks for 4th job skills fit with the lore. You need these items to use the skills in the 3rd job because you don't have control over them yourself, but by the time you're a 4th job masta you can handle it without any items.

What I meant by griefable was if you're in a party with a bishop and you use this skill, they could just heal and remove the skill just to be a jerk.

Mastery needs to be in the second job. If you have to wait until 70 just to start getting stabler damage, it's not worth it, especially with large single hits and not low multiple hits. If you have a damage range of 60-600, you could do anywhere from 180 to 1800 damage with elbow strike. Stability is just too valuable to put off until the third job.

I'm not saying that difference is a good thing, but this is too much. The pirate class is different, like having two bosses for the 3rd job fight instead of one and summons, but this is just completely out there. It would feel more like the cygnus than a new class.


New Class - Monks - dtrungle - 2009-03-30

Quote:Also, just to add, w.def isn't a very popular stat in MS you know...
Yeah, I know, that's why I added in different additions such as +Avoid, +%Avoid, as well as up to 90 DEF. (Which is a lot yes?) As for the Tainted skill, it increases DEF by +%.

Quote:Well, I find that no magic/summoning rocks for 4th job skills fit with the lore. You need these items to use the skills in the 3rd job because you don't have control over them yourself, but by the time you're a 4th job masta you can handle it without any items.

What I meant by griefable was if you're in a party with a bishop and you use this skill, they could just heal and remove the skill just to be a jerk.

Mastery needs to be in the second job. If you have to wait until 70 just to start getting stabler damage, it's not worth it, especially with large single hits and not low multiple hits. If you have a damage range of 60-600, you could do anywhere from 180 to 1800 damage with elbow strike. Stability is just too valuable to put off until the third job.

I'm not saying that difference is a good thing, but this is too much. The pirate class is different, like having two bosses for the 3rd job fight instead of one and summons, but this is just completely out there. It would feel more like the cygnus than a new class.
Ahhh, there's a lore involved? I did not know that. That would make sense then... But, once you become a Masta, wouldn't you NOT require rocks to use your previous 3rd Job skills? Rolleyes

If some ass was in your party, you would quit it or expell him wouldn't you? You would lose rocks every now and then still, but during boss fights and big stuff like that, they're more organized.

I didn't know Mastry was "that" important for your damage. My mistake there. I'll edit the skills around.

Different preferences I guess, I would enjoy the different play-style myself.


New Class - Monks - Kabanaw - 2009-03-30

dtrungle Wrote:Yeah, I know, that's why I added in different additions such as +Avoid, +%Avoid, as well as up to 90 DEF. (Which is a lot yes?) As for the Tainted skill, it increases DEF by +%.


Ahhh, there's a lore involved? I did not know that. That would make sense then... But, once you become a Masta, wouldn't you NOT require rocks to use your previous 3rd Job skills? Rolleyes

If some ass was in your party, you would quit it or expell him wouldn't you? You would lose rocks every now and then still, but during boss fights and big stuff like that, they're more organized.

I didn't know Mastry was "that" important for your damage. My mistake there. I'll edit the skills around.

Different preferences I guess, I would enjoy the different play-style myself.


Well, by lore I mean a set of assumptions i made due to the item descriptions and only third job skills needing them. But I think it fits pretty well. As for still needing the rocks, I dunno. Maybe since you learned this skills already, it's too hard to learn them again without using them? Rolleyes

And I think that using the magic/summoning rocks would work out better if you made them a new use item similar to arrows, in that after you use them they're gone and don't recharge. You could make them semi-rare and kind of expensive, but if this class became popular and you used magic/summoning rocks they would go up in price from whatever they are now to at least double, which would suck for archers and sins.

And I think mastery is that important. Maybe you should try getting a character to 70 without mastery and see if it's as difficult as I think it is.

And I would enjoy this play stle too, but not as a 6th class. If it was another subclass like the Cygnus, I would love it Biggrin